AoeStats
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African Clearing

504160451Analyzed
3v3 RM · 29d ago on Sep 4, 2026· 31m 51s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇳 Mapuche · China
1786
+4
🇦🇺 Huns · Australia
1653
+7
🇦🇷 Magyars · Argentina
1542
+10
🇲🇽 Spanish · Mexico
1485
-9
🇲🇽 Magyars · Mexico
1462
-8
🇲🇽 Franks · Mexico
1336
-4
Player eAPM Actions Feudal Castle Imperial Opening
67 2,140 11:19 — — ⚔ Scout Rush
65 2,083 13:46 24:23 — ⚔ Scout Rush
51 1,623 12:46 17:01 — ⛏ Fast Castle
51 1,634 12:25 25:35 — ⚔ Scout Rush
43 1,382 14:27 18:28 — ⛏ Fast Castle
33 1,067 13:39 19:39 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,725 9,306 5,295 400 25,726 29,276
9,465 3,535 150 10 13,160 12,907
5,860 4,177 1,350 1,050 12,437 13,065
5,950 4,455 1,275 300 11,980 11,273
4,445 4,214 1,090 1,175 10,924 10,453
5,340 3,360 655 850 10,205 10,065
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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